SandwichKed's Comments

Game Comments
Play AdVenture Capitalist AdVenture Capitalist Mar. 06, 2015
Not sure I'm seeing price increases, but the differential between the listed earning rates and the actual cash increase is even more obvious than before. Before this update, cash was about 3x slower than stated rate, now it looks closer to 5x, though I haven't gotten out the stopwatch yet. Not cool. And the fonts suck too. Contrasting-outline fonts are neat when you have large fonts, but on small/narrow lettering where there simply isn't enough pixels to render it it goes very badly.
Play AdVenture Capitalist AdVenture Capitalist Mar. 06, 2015
Eww, font nastiness.
Play Reactor Incremental Reactor Incremental Feb. 01, 2015
The inlets/outlets have resolved a lot of the "how does the heat flow" sorts of questions, but since they have no upgrades the planning and layout design turns into very simple tesselation once fans get enough upgrades. May I suggest: 1) Some sort of upgrade scheme for the inlets/outlets. 2) Changing the numbers to not match up so neatly between parts. 3) Reducing the overall reactor grid size, meaning less elbow room and thus more thinking needed. (Actually you could have a really good game where you start with maybe a 4x5 grid and expanding it was another upgrade.) ...but first, for everyone's sanity, do a good pass on the in-game documentation. Things are more self-evident than a few days ago, but the heat exchanger notes are completely wrong.
Play Bloons Super Monkey 2 Bloons Super Monkey 2 Nov. 19, 2013
Wait, that's it? You grind and grind to get the firepower to beat 4-5, and that's just the end? No bonus levels for getting badges? No extra weapons or characters or bonus upgrades or anything? We're seriously meant to go back and rescum all the levels just to complete the badge collection? This isn't a game, it's a graphics beta.
Play Strand Strand Nov. 14, 2013
Too easy, but very pure and satisfying.
Play Cursed Treasure 2 Cursed Treasure 2 Oct. 07, 2013
Congratulations, you've patched your game to be stupid difficult. Maybe I'll come back in a year and restart from the beginning. Probably not.
Play Symbiosis: Greenland Symbiosis: Greenland Jul. 22, 2013
Obnoxious sound, worse the settings don't stick between loads and you can't actually turn off the Game Ark sounds at all. 3/5 instead of 4.
Play Wild Heroes Wild Heroes Jan. 21, 2013
Somehow this manages to be both pretty and utterly unappealing at the same time. The 2006-era TD gameplay doesn't help. Annoyed by needing to type in a name. The music makes my teeth hurt. The cute critter towers scare me. Upgrading the towers barely seems to increase damage, and the supposedly special "wild" powers don't activate enough to make up the difference. No rollover tooltips makes everything harder. Some loading screen tips are actually incorrect. There is a lot of very subtle planning and design work that goes into an appealing tower defense game. Go back, do your homework, and try again. 2/5
Play Kingdoms CCG Kingdoms CCG Jan. 12, 2013
The uncancellable tutorials in this thing are the worst interface disaster since Windows 8.
Play Hexagon Hexagon Oct. 04, 2012
bleah. Just bleah.
Play Boxhead: The Nightmare Boxhead: The Nightmare Sep. 24, 2012
still doesn't load
Play Attack of the Evil Bunny Empire Attack of the Evil Bunny Empire Jul. 12, 2012
Very cute, and the bouncing is even cuter. Still, this is about the level of a good proof-of-concept demo, and is very, very thin. More types of bunnies, more levels, and above all more depth in the defense strategy is needed. It's nice to see a game without upgrades for a change, however with no selling, no moving, strongly restricted placement boxes, and especially the aggressive price increases, there really aren't meaningful *strategic* choices to be made. One could argue that most tower defense games reduce to puzzle games, but this one does so within the first five minutes of play. Scoring this as a concept/programming demo I'd give it a 5, but in terms of real content delivered it's in the 3 range. Still, I'd love to see a follow-on with much, much more content.
Play Canyon Defense 2 Canyon Defense 2 Dec. 09, 2011
So... I have to "unlock" all my towers every level? Every single level, I have to build five mounted guns before I can deploy AA? Every level I have to kill thirty enemies before I can put down a cannon? That's just incredibly dull and repetitive. "Upgrade tasks" are even worse. You could do this in a game with much longer scenarios, perhaps, but I have no interest in plowing through short levels like this. (Air) Units fighting back is not original, but innovative at least. A shame that it's implemented so poorly. The combination of map modification and terrain-destroying enemies is clever, but the map grids are so granular (14x14) that there isn't room to do anything really interesting with them. And it doesn't help that you have to go through the crappy task/upgrade/grinderific process to get the walls unlocked to use. I'm giving this 3/5 for trying to do lots of interesting things, but honestly it's just 2/5 in terms of real fun.
Play Mech Defender Mech Defender Feb. 19, 2011
Wake me up when Unity supports my OS.
Play Ninja Hamsters vs Robots Ninja Hamsters vs Robots Feb. 08, 2011
Never mind, figured it out. Might be good to make the wave display more prominent.
Play Ninja Hamsters vs Robots Ninja Hamsters vs Robots Feb. 08, 2011
I just don't get the "bosses". Is there a health bar somewhere? I can't tell when/if I'm accomplishing anything.
Play Tentacle Wars Tentacle Wars Dec. 09, 2010
Nifty ideas. Really crappy level progression and tutorial. Level ten in particular is an utterly bogus step up in difficulty, requiring tactics which are never introduced to be used immediately and perfectly. Not going to bother continuing.
Play Liquid Measure 2 Liquid Measure 2 Nov. 19, 2010
A pleasant twenty minutes of gaming. Definitely too short, probably too easy. While I realize there is a limit to the variations of "water in pipes", a couple of extra piece types would greatly increase the possibilities and complexity. A lot of the later levels seemed to assemble themselves.
Play Polar PWND 2 Polar PWND 2 Nov. 13, 2010
Still looking for the fun...
Play Epic War 4 Epic War 4 Jul. 20, 2010
Good idea: Spooky little goblin that's very very hard to kill. Bad idea: Invincible mob that you can't even damage unless you guess the right unit to bring along. Really lame stuff. On the whole, this installment is quite disappointing. Without the direct user-controlled defense element (the spells barely count) which the early EW's relied on, without manual control of building, without any real resource management, the game devolves to a one-dimensional slog, with the single strategy of screen, mass, rush. Yawn.